Fighter

Table: The Fighter
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1
+2
+0
+0
Bonus feat
2nd +2
+3
+0
+0
Bonus feat, bravery +1
3rd +3
+3
+1
+1
Armor training 1
4th +4
+4
+1
+1
Bonus feat
5th +5
+4
+1
+1
Weapon training 1
6th +6/+1
+5
+2
+2
Bonus feat, bravery +2
7th +7/+2
+5
+2
+2
Armor training 2
8th +8/+3
+6
+2
+2
Bonus feat
9th +9/+4
+6
+3
+3
Weapon training 2
10th +10/+5
+7
+3
+3
Bonus feat, bravery +3
11th +11/+6/+1
+7
+3
+3
Armor training 3
12th +12/+7/+2
+8
+4
+4
Bonus feat
13th +13/+8/+3
+8
+4
+4
Weapon training 3
14th +14/+9/+4
+9
+4
+4
Bonus feat, bravery +4
15th +15/+10/+5
+9
+5
+5
Armor training 4
16th +16/+11/+6/+1
+10
+5
+5
Bonus feat
17th +17/+12/+7/+2
+10
+5
+5
Weapon training 4
18th +18/+13/+8/+3
+11
+6
+6
Bonus feat, bravery +5
19th +19/+14/+9/+4
+11
+6
+6
Armor mastery
20th +20/+15/+10/+5
+12
+6
+6
Bonus feat, weapon mastery

Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.

Role

Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.

Alignment

Any.

Hit Die

d10.

Class Skills

The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
   Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats

At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats."

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex)

Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex)

Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex)

Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

AXES
Bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, light pick, mattock, orc double axe, pata, and throwing axe
BLADES, HEAVY
Aldori dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, flambard, great terbutje, greatsword, katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, rhoka sword, sawtooth sabre, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword
BLADES, LIGHT
Bayonet, butterfly knife, butterfly sword, chakram, dagger, dogslicer, gladius, hunga munga, kama, katar, kerambit, kukri, madu (leather/steel), pata, quadrens, rapier, sawtooth sabre, scizore, short sword, sica, sickle, starknife, sword cane, swordbreaker dagger, war razor, and wakizashi
BOWS
Composite longbow, composite shortbow, longbow, and shortbow
CLOSE
Armor spikes, bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, shield spikes, spiked gauntlet, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart
CROSSBOWS
Double crossbow, hand crossbow, heavy crossbow, launching crossbow, light crossbow, repeating hand crossbow, repeating heavy crossbow, repeating light crossbow, tube arrow shooter, underwater light crossbow, and underwater heavy crossbow
DOUBLE
Bo staff, chain spear, dire flail, double walking stick katana, double-chained kama, dwarven urgrosh, gnome hooked hammer, kusarigama, orc double axe, quarterstaff, and two-bladed sword
FIREARMS

All one-handed, two-handed, and siege firearms Chain spear, dire flail, double chained kama, flail (light flail), flying blade, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip

FLAILS

Battle poi, bladed scarf

HAMMERS
Aklys, battle aspergillum, club, earth breaker, greatclub, heavy mace, light hammer, light mace, mere club, taiaha, tetsubo, wahaika, and warhammer
MONK
Bo staff, brass knuckles, butterfly sword, cestus, dan bong, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, lungchuan tamo, monk's spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart
NATURAL
Unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing
POLEARMS
Bardiche, bec de corbin, bill, glaive, glaive-guisarme, guisarme, halberd, hooked lance, horsechopper, lucerne hammer, mancatcher, monk's spade, ogre hook, naginata, nodachi, ranseur, and tiger fork
SIEGE ENGINES
Ballista, bombard, catapult, corvus, firedrake, firewyrm, gallery, ram, siege tower, springal, trebuchet, and all other siege engines (see Ultimate Combat for more details)
SPEARS
Amentum, boar spear, chain spear, javelin, harpoon, lance, longspear, pilum, shortspear, sibat, spear, tiger fork, and trident
THROWN
Aklys, amentum, atlatl, blowgun, bolas, boomerang, chakram, club, dagger, dart, halfling sling staff, harpoon, hunga munga, javelin, lasso, kestros, light hammer, net, poisoned sand tube, rope dart, shoanti bolas, shortspear, shuriken, sling, sling glove, snag net, spear, starknife, throwing axe, throwing shield, trident, and wushu dart
Armor Mastery (Ex)

At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex)

At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

[Fighter Archetypes]
Airborne Ambusher (strix)
Aldori Swordlord
Archer
Armor Master
Brawler
Cad
Calistrian Hunter
Cavern Sniper (drow)
Corsair
Crossbowman
Dawnflower Dervish (Qadira)
Dirty Fighter (orc)
Dragoon

Druman Blackjacket
Foehammer (dwarf)
Free Hand Fighter
Gladiator
Lore Warden
Martial Master
Mobile Fighter
Phalanx Soldier
Polearm Master
Rondelero Duelist (Taldor)
Roughrider
Savage Warrior
Shielded Fighter

Swarm Fighter (kobold)
Tactician
Thunderstriker
Tower Shield Specialist
Trench Fighter
Two-Handed Fighter
Two-Weapon Warrior
Unarmed Fighter
Unbreakable
Ustalavic Duelist
Viking
Weapon Bearer Squire
Weaponmaster